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Question by Penhry · May 18, 2017 at 11:01 AM · raycastinvokerepeatingphysics.raycastintervalcancelinvoke

Raycast ignoring InvokeRepeating intervals

Hi, so i'm fairly new to Unity and coding and am doing a project for college. Essentially I have 2 separate codes; the first is for the player to shoot when i hold down the "Fire1" key which works perfectly, and then there's this one which doesn't work so nicely...

I'm trying to add a raycast to my object so that whenever the player is in line of sight it invokes the "shooting" function, the actual raycast works but I believe that raycasts are once every tick so the code is getting invoked then cancelled repetitively causing it to shoot every frame instead of at the determined interval.

should i add a interval between the raycasts using boolean's so that it isn't every frame but instead at a determined interval? or do i need to change it from Update?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class EnemyShootingScript : MonoBehaviour {
 
     public GameObject BulletEmitter;
     public GameObject Bullet;
     public float BulletForwardForce;
     public float FireRateSeconds;
     public GameObject Enemy;
     private float rayDirection;
     public float RayOffset;
 
     void Raycast () 
     {
         RaycastHit hit;
         if (Physics.Raycast (transform.position, transform.forward * RayOffset, out hit)) {
             Debug.DrawRay(transform.position, transform.forward * RayOffset, Color.green, 2);
             //print ("Something in line of sight");
             print (hit.collider.gameObject.name);
             if (hit.collider.gameObject.name == "Player") 
             {
                 //print ("Player in line of sight");
                 InvokeRepeating ("Shooting", .001f, FireRateSeconds);
             }
             else 
             {
                 CancelInvoke ("Shooting");
             }
         }
     }
 
     void Shooting () 
     {
         GameObject TemporaryBulletHandler;
         TemporaryBulletHandler = Instantiate (Bullet, BulletEmitter.transform.position, BulletEmitter.transform.rotation) as GameObject;
         TemporaryBulletHandler.transform.Rotate(Vector3.forward);
         Rigidbody TemporaryRigidbody;
         TemporaryRigidbody = TemporaryBulletHandler.GetComponent<Rigidbody> ();
         TemporaryRigidbody.AddForce (transform.forward * BulletForwardForce);
         Destroy (TemporaryBulletHandler, 3.0f);
     }
 }

Thanks in advance :) Pen

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